Is your lane threatened? Don't roam.
Is another lane threatened, and yours safe? Eg pushed out, been getting ganked by enemy jungler, etc. Roam.
Will you be needed for dragon/baron? Will roaming take you closer to that objective?
Can you steal blue/red with your jungler?
One of the best times to roam is when your lane opponent leaves lane to gank. Follow just outside their vision range if possible, and countergank them when they engage.
Also, if you're roaming, have wards in inventory. Take the time to drop them as you pass by spots with vision to more than one path. This also helps prevent your lane opponent following you and counterganking.
Top lane can generally farm for 20 mins straight without issue, mid needs to roam more. It does depend on champ though. Top Shen is going to ult to save allies, while Yorick is going to want more farm.
Riot implementing AFK detection protoscripts in PBE.
Oh boy, I'm looking forward to this new Eve. There are low levels who have yet to learn what wards are.
Last edited by Omega Supreme; July 12 2012 at 01:49:13 AM.
Bought Darius yesterday:
What the hell was Riot thinking? Even when I did bad the least game, I carried in the end because I 2-manned Baron twice and shut down the enemy runaway Malphite.
Oh well, enjoying him now because I know a nerf is coming his way.
What's the general consensus on the new guy? From the couple of games I've seen him in he seems strong with a tanky build doing melee and I do like the sound of his skill set.
I want to wait for a free week before buying him but that might be weeks away.
Is build I aim for. If you get fed, upgrade Phage-> frozen, everything else into obvious upgrades. And add an Atma's. Generic build I use for all my bruisers, only difference is Phage->TriForce for Hecarim.
Jayce trades off some direct power for gobs, and gobs, and piles of utility. His 6 primary skills let him do pretty much everything in the game, only lacking a hard stun and a heal (no, thundering blow is NOT a hard stun). He can burst fairly hard with his various combos, has an obscene poke, can fairly easily hit under tower (probably on par with Riven, but with a much higher skill level required to do so), and is hard to gank if you don't get hard CCed - even when caught fairly far out of position.
I'm still up in the air on item builds for him. I've experimented with TF builds, but while TF is an exceptional item, it lacks the hard damage that makes you actually scary. I'm leaning more and more that he should be built much like Riven, as all but one of his skills scale with 1.0 AD or higher - making the more AD you can get onto him the better. Hexdrinker is amazing if against a guy that does even mild magic damage, brutalizer is a fantastic pic as he really abuses all of its stats. I'm a bit torn on bloodthirster because so much of his damage comes from abilities - you simply don't get to autoattack a whole lot on him to make lifesteal come into its own. I've actually considered gunblade for that very reason, but its very expensive for the AD you get. I should really experiment with gunblade though to see if its worthwhile (if not just hextech revolver for lane sustain).
I've been running a mix of ArP, AD, Armor, and MRes runes. I'm going to try to mix it up a bit with mana regen glyphs and scaling MRes, to assist his early game mana issues.
IMO, Jayce is a really, really fun champion to play. His Iron Man Skin and animations all look fantastic, and he plays like very few other champions do. His downsides are a *very* high skill requirement, some mana issues, and potentially :worth-it: issues - is all that effort with it when there are so many fantastic toplaners already?
His jungling is weak IMO - he lacks sustain and the ability to quickly clear camps early on. If he is played Botlane, I would see him more like an Urgot than a traditional AD Carry - you wind up as a semi-tanky, do-everything bruiser than a true carry would. His damage from combos could make him a very scary kill lane with the right support + coordination, and he can really assist jungle ganks with acceleration gate + hammer mode. I could see him being real trouble for more passive AD carry lanes, such as an Ashe.
Take home message: There is no established build or rune setup for him yet, his high skill cap means he will be in flux for a while. He IS very fun to play though, that is for sure.
Incoming Twitch bans.In an upcoming patch we’ll be revisiting one of our original classic champions: Twitch, the Plague Rat. Twitch’s Ambush ability will be seeing some changes to shift him toward a more aggressive role on the battlefield. Since this ability allowed Twitch to remain invisible for significant periods of time, enemy players were forced to adopt an extremely cautious and defensive playstyle in response. Since we want League of Legends to be a fun, fast-paced experience, we decided to update Twitch with a new version of Ambush.
Even beyond its duration, we saw some major issues with the Ambush ability, primarily surrounding the nature of the Attack Speed bonus that it provided. While Attack Speed helps quickly stack up charges of Deadly Venom, this bonus ramped up over the total duration Twitch remained invisible. This forced players to strike a balance between selecting the ideal time to strike and attempting to lurk for as long as possible in order to reach the maximum bonus. This was especially problematic for Plague Rat enthusiasts, since it forced Twitch to forego farming gold in order to reach his maximum Attack Speed bonus.
To shift emphasis towards a more action-oriented style of play, we retooled Ambush to promote aggressive repositioning over stalking. The first step in accomplishing this was to change the ability so that it always applies the maximum Attack Speed bonus, solidifying the emphasis on selecting the opportune moment of attack. We also drastically shortened the duration to give the ability a more tactical context, and gave Ambush a Movement Speed boost to help Twitch quickly outflank his opponent.
Another issue Twitch faced was an over-reliance on the enormous damage potential of his ultimate ability. More often than not, Twitch’s success or failure on the battlefield depended on his ability to output massive amounts of damage over the course of Spray and Pray rather than on Deadly Venom and Expunge. Since most of his interesting gameplay revolved around poison combos, we wanted to augment this aspect of his kit both to make him more interesting to play and to make him less one dimensional.
For starters, we noticed most Twitch players using Debilitating Poison to begin every engagement rather than waiting to build up stacks of Deadly Venom. For this reason, we decided to replace this ability with one that was better suited to initiating combat. This new ability, Venom Cask, not only allows Twitch to initiate by slowing a group of enemies at range, but also gives him a head start on his combo by adding stacks of Deadly Venom to those caught within the area of effect. To top things off, while Expunge still adds bonus damage for each stack of Deadly Venom on the target, it no longer consumes those stacks when cast, allowing your poisons to continue to tick away. Expunge will also now receive a damage bonus based on your total Attack Damage, preserving its function as a heavy hitting nuke even into the late game.
The final step in the process was repurposing Spray and Pray to better support this new emphasis on poison gameplay. To do this, we scaled back the massive, team-wide damage potential by making each missile deal reduced damage after passing through each target. To compensate for this, we increased its missile speed to make attacks more difficult to dodge and removed the ammunition requirement, allowing Twitch to spray poisoned arrows to his heart’s content for the full duration of his ultimate. This allows tanks to take the brunt of the initial assault for their team through good positioning, but still allows Twitch to douse the more vulnerable enemies at the back of the formation with stacks of Deadly Venom. These more powerful poison-delivery options help Twitch maintain a constant threat level, allowing him to take down high value targets without leaning so heavily on Spray and Pray.
Deadly Venom (Passive): Twitch’s basic attacks infect the target, dealing true damage over time.
Ambush: Twitch becomes invisible for a short duration and gains Movement Speed. At the end of this effect, Twitch gains Attack Speed for a short duration.
Venom Cask: Twitch hurls a cask of venom that explodes on contact, slowing targets in the area and applying Deadly Venom.
Expunge: All nearby enemies secrete Twitch's Deadly Venom from their bodies, dealing damage for each stack.
Spray and Pray: Twitch closes his eyes and rapidly fires his crossbow, quickly spraying powerful poisoned bolts ahead of him.
http://i.imgur.com/h8mY7.jpg Zyra classic splash
http://www.purposegaming.tv/league-o...ras-abilities/ Basically we have Heimerdinger 2.0, but has tits and doesn't look like she'll be shit. Nice.
Edit: People're saying that it's a false post, take it with a grain of salt in case it is.
Last edited by Omega Supreme; July 12 2012 at 10:31:27 PM.
Tma: lane hecarim. He's so fun in the jungle, but I just can't see how he works in lane, either crap sustain, or crap damage, he feels. (Unless your opponent is dumb and tries to fight amidst minion crowds)
Sounds like a fun champ! No sarcasm, I can't wait.Zyra, Rise of the Thorns, Revealed Posted by NeeksNaman on Thu, 2012-07-12 18:22
Are you ready to meet one of the fiercest and deadliest champions ever to step foot out of the Valoran wilds? Meet Zyra, Rise of the Thorns. This floral femme fatale packs a lot of petals and punch, planting seeds directly on the battlefield and springing them to life into deadly plant allies.
As a plant mage, Zyra’s kit revolves around her ability to sow and transform seeds through Rampant Growth. Zyra can store up seeds using an ammo system, dropping these seemingly-harmless buds on the ground to grant limited vision while they remain active. Seeds aren’t too threatening on their own, and enemies can even move over a seed to stomp it out of existence at only the cost of revealing their position on the map for a few seconds. Zyra’s full fury blooms, however, when you use her other abilities to interact with her seeds.
On its own, Deadly Bloom causes damage to enemies caught in the area of effect after a slight delay. Seeds caught in the area of effect, however, will spring to life as a ravenous Thorn Spitter with a ranged attack. Likewise, Zyra’s Grasping Roots ability deploys a line attack that roots enemies caught in its path for a moderate duration. Seeds affected by Grasping Roots transform into Vine Lashers armed with a shorter-range attack that slows enemies. Zyra can even drop a seed in the path of an ability she’s just cast to surprise her enemies with an instant plant-to-the-face.
To seal the deal, Zyra can invoke her ultimate ability, Stranglethorns, to afflict an area with an infestation of thorny vines that deal significant damage as they spread out. After a brief delay, the vines retract again, knocking any enemies still within the area of effect into the air. Any of Zyra’s plants touched by the Stranglethorns become enraged, gaining a hefty bit of attack speed and growing to an imposing size. Zyra can execute some intense combos with her abilities, playing off seed placement to lock enemy champions into a fight with the deadly wilds themselves.
Queen of Thorns (Passive): Upon dying, Zyra transforms into a vengeful plant that fires one last shot before expiring.
Deadly Bloom: Zyra grows a bud at target location. After a brief delay it explodes, launching damaging thorns at all nearby enemies. If cast on a seed, Deadly Bloom grows a Thorn Spitter plant, which fires at enemies from afar.
Rampant Growth: Zyra plants a seed, granting vision of an area for up to 30 seconds. Other spells cast on seeds will turn them into plants who fight for Zyra.
Grasping Roots: Zyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast on a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed.
Stranglethorns (Ultimate): Zyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts. Plants in the area are enraged, increasing their Attack Speed.
Longing to take control of her fate, the ancient, dying plant Zyra transferred her consciousness into a human body for a second chance at life. Centuries ago, she and her kind dominated the Plague Lands, using thorns and vines to consume any animal that set foot in their territory. As the years passed, the animal population steadily died off. Food became increasingly scarce, and Zyra could only stand by helplessly as the last of her kin withered away. She thought she would perish alone, until the appearance of an unwary sorceress presented her with an opportunity for salvation.
It was the first time in years Zyra had sensed a creature wander so close. Hunger drew her to the sorceress, but some other, deeper instinct compelled her. She enveloped the woman in thorns with ease, but as she savored this final meal, foreign memories invaded her thoughts. She saw great jungles of metal and stone where humans and animals thrived. Potent magic surged through her vines, and she devised an elegant but risky plan to survive. Using the woman’s memories, Zyra poured her newfound magic into the creation of a human-shaped vessel. She didn’t know what sort of world awaited her, but she had nothing left to lose. When Zyra opened her eyes, she was overwhelmed by the raw power ready at her fingertips. It wasn’t until she noticed the shriveled remains of the plant she once was that she realized how vulnerable she had become. If this body died, there would be no network of vines to retreat through, no roots to regrow her...but she felt truly alive. She beheld the world for the first time as animals did, and a dark smile crept across her lips. She was reborn, and there was so much now within her grasp.
“Closer to the flower, closer to the thorns.” - Zyra
3D renders and splashes for new Mundo, new Lee Sin, Zyra alternate skin + classic and dun dun dun - The new Cassiopeia skin.
Fuck YOU Steam, I'm not buying any more until that Cass skin is released.
I don't know about Poison Ivy, Herpdinger's biggest problem imo is he is too stationary in a very flowing game after laning. If they can make it so her plants are more mobile for a good chunk of her damage then she'll be good but she just seems even more turret-based than he is.
http://imgur.com/a/hNfbs New Jax and Corki splash arts incoming. Yes, they're changing Jax again. He looks fucking AWESOME now. Corki is in zero fucks given mode.
Speaking of ZERO FUCKS GIVEN, here is the Xin Zhao rework:
Last edited by Omega Supreme; July 13 2012 at 06:49:31 AM.